The present invention relates to a board game that teaches people of all ages 9 years and up. In particular, the present invention relates to a board game that teaches communication skills by using different verbal and non verbal actions via the senses through individual and group exercises.
Traditional educational board games test the analytical skills of the players wherein these games challenge the player to act individually and to necessarily compete with the other players. As such, these games typically emphasize intellectual stimulation on an individual basis by asking questions relating to facts. Accordingly, these educational games do not foster communication skills among players since the games only test each individual player's knowledge of learned facts. Still further, traditional board games disclose games in which chance rather than choice dictates the progress of the players. Although such games are supposed to simulate life, the fact that a player has little or no control over his progress while stating learned facts does not enhance communication skills.
Commercial board games typically challenge a player in a question/answer format. For example, in order to advance in the game, a player rolls a die and may only have to answer a trivia question on the requisite space. In other games, a player may only have to select an answer from multiple choices offered. As such, these games do not enhance verbal and non verbal communication skills among the players.
Traditionally, most games have required three criteria: 1. The players play the game the way the game instructs to play it with a set of rules having few if any variations; 2. The players must come to the game table with a set of pre-existing knowledge or trivia in order to do well; and 3. The competition is between other players such that the a player does not cooperate with others or necessarily try to communicate with the other players.
Effective communication skills are essential for today's society. Learned information cannot be utilized by poorly communicating the information. Also, merely speaking about information does not encompass all communication since most communication is non verbal. Accordingly, the meaning of the spoken information may not be fully communicated without other forms of expression. Thus, a need exists for an educational game that emphasizes and enhances communication skills. The solution, however, must teach skills on an individual basis and on a group basis. The solution must also emphasize verbal and non verbal communication. Additionally, a need exists for an educational board game that emphasizes and enhances communication skills in an enjoyable and interactive method. The solution, however, must teach learning and educational skills.
The prior art fails to meet the needs since the prior art does not effectively utilize a variety of expressions and physical senses to teach verbal and non verbal communication. Additionally, the prior art does not teach these skills on an individual and group basis.
U.S. Pat. No. 4,039,186 discloses a game wherein a player advances on the board game by successfully displaying dexterity and physical exertion. In this game, a player tosses and catches a tethered ball in a handle with different apertures. The apertures, in turn, direct the player around the game board mat from start to finish. Although the board game uses different senses such as hand/eye coordination, the game does not teach communication skills since the player is individually involved in performing the activity.
U.S. Pat. No. 4,991,854 discloses an educational board game. In this game, the player advances on the game board by successfully interpreting figurative expressions displayed on game cards. One card side displays a figurative expression and the definition of the figurative expression while appearing on the opposite face of the card is an illustration of the figurative expression. The player advances by interpreting the view of the illustration to the corresponding figurative expression and definition. Although the game uses senses such as seeing and speaking to analyze information, the game does not teach verbal and non verbal communication skills in an interactive format with the other players.
The present invention incorporates the present needs and solutions. While the present invention provides the players with amusement time activity, the invention also provides the players with an exercise of learning skills and the opportunity to increase the player's communication skills. The present invention provides entertainment and an opportunity to educate players using their intellect, gamesmanship and communication skills. As demands for communication skills increase, these needs become more essential. The prior art, however, does not satisfy the needs and solutions required.
The present invention relates to a board game and a method of playing a board game that teaches communication skills by using different verbal and non verbal actions via the senses through individual and group exercises.
In an embodiment, the method for improving communication skills among two or more players uses an educational board game wherein the method comprises one of the players advancing to at least one colored space by rolling a die. Then a card is selected from at least one card deck associated with the at least one colored space. Next, at least one activity listed on each card is performed, typically within a predetermined time period, wherein the at least one activity comprises verbal and non verbal communications which are performed interactively among the players. The method further comprises allocating a token for successfully performing each activity and earning advancement by rolling the die.
The present invention also relates to a board game which improves communication skills among two or more players. The board game comprises a path connecting at least one colored space with a start, a finish, at least one designated space and a howl space. At least one card deck associated with the at least one colored space contains a plurality of cards wherein the cards each list at least one activity comprising verbal and non verbal communications which are performed interactively among the players.
An advantage of the present invention is that it teaches learning and educational skills.
Another advantage of the present invention is that it emphasizes and enhances communication skills.
Another advantage of the present invention is that it emphasizes and enhances verbal and non-verbal communication skills in an enjoyable and interactive method.
As discussed above, the present invention provides improved and varied skills and other accommodations for a board game that teaches verbal and non verbal communication skills by using the senses through individual and group exercises. Referring to the drawings,
Turning to
Turning to
Turning to
At least two players are required to play the game 10 and up to six individual participants or teams of players can enjoyably play the game. Each player or team of players is provided with a designated pawn 22 as determined by the number of players or teams participating. The pawns 22 are appropriately distinguished from one another by color and may take a variety of forms.
In the present invention, there are two possible ways to win. The first way to win is to reach the finish 18 before any other players. The second way to win is to earn the most reward tokens 26 than any of the other players when a player reaches the finish 18. Thus, the winner can be the same person, i.e. the player who arrives at the finish 18 first and has the most reward tokens 26. Or, the winner can be different players, i.e., the player with the most reward tokens 26 is not the first player to arrive at the finish 18. In other words, one player may arrive at the finish 18 first while another player earns the most tokens 26 when the first player arrives at the finish 18.
Prior to beginning the game 10, the players should put the card decks 38 on their designated card deck spaces 36 on the game board 12. Then, the timers 30, tokens 26, first exercise element 32 and the second exercise element 34 are placed near the game board 12. Additionally, players should have one of the sheet and marker sets 28 next to them. Additionally, the players may choose one player in charge of the game 10 to hand out tokens 26 and to operate the timers 30 wherein each player receives a pre-determined number of tokens 26, such as five, prior to start of the play. Then, each player picks a pawn 22 and places it on the start 16.
Upon deciding the play order, the first player rolls the die 24 to advance to the indicated color space 20 identified by the color of the rolled die 24. The player then selects a card from the appropriate card deck 38 which matches the colored space 20. For example, if a player lands on a purple space 20, the player selects a “Chips N Dip” purple card 44. Or, if the player lands on a blue space 20, the player selects an “Out Of The Box” blue card 42. Thus, the colored spaces 20 are matched to the card decks 38. After reading the selected card, the player attempts the activity on the card. Most of the cards include a predetermined time period to complete the activity. For example, a time period such as thirty seconds, sixty seconds or one hundred thirty five seconds is displayed on the card to indicate the time allowed for the activity. Thus, failing to complete the activity within the time period prohibits a player from receiving the token 26 and earning the chance to roll the die 24 for advancement.
Some cards include blue text which represents text to be read out loud while some of the cards include black text which represents text which is not to be read out loud. If the player successfully completes the activity, the player collects the appropriate number of tokens 26 and then rolls the die 24 and advances to the colored space 20 indicated on the die 24. The player will remain on the new colored space 20 until that player's next turn.
Since, many of the card activities are divided into separate parts, the player earns a token 26 by successfully completing each activity on the chosen card. Thus, each part of the successful activity is rewarded by one token 26. Accordingly, it is possible to answer an activity partially and earn tokens 26 for each of the successfully completed parts. However, if a player is unable to do all the activities on the card, the player is not allowed to roll the die 24 and advance on the game board 12. Instead, the player remains on the same colored space 20 until that player's next turn.
Thus, if the player is successful in completing the activity or activities on the card, within the time predetermined time period, the player collects the appropriate number of earned tokens 26, rolls the dice 24 and moves to wait on the space 20 until that player's next turn. Accordingly, the player earns a roll of the die 24 by completing the activity. At the player's next turn, the player selects the card from the card deck 38 which corresponds to the new colored space 20. For example, if the player had landed in a purple space, the player picks a “Chips and Dips” card 42. Or, if the player lands on a blue space, the player picks an “Out Of The Box” card 38. If the player does not complete the activity, the player is not allowed to roll the die 24 and must stay on the same space 20 until the next turn at which time the player selects a card from the same colored card deck 38 to attempt another activity to advance on the game board 12.
After the one player successfully or unsuccessfully completes the card activities, the next player repeats the process. Thus, the next player rolls the die 24, advances to the colored space 20 and selects a card from the appropriate card deck 38 to attempt the card activity. If the player is successful in the activity on the card within the predetermined time period, the player collects the appropriate number of tokens 26, rolls the die 24 to advance to the colored space 20 on the game board 12. If the player is unsuccessful in the activity, the player remains on the space 20 until the next turn. Thus, each turn is terminated by either: successfully completing an activity to earn a roll of the die 24 to advance to the next space 20 to begin play on the next turn or unsuccessfully completing the activity to remain on the same space 20 until the next turn. Thus in the present invention, players are not allowed to roll the die 24 and move forward until the player has successfully completed the card activity. The game continues in the same fashion following the path 14 of colored spaces 20 around the game board 12. During play, two or more players can land on the same colored space 20.
If a player lands on at least one designated space 50 such as a red space 20, the player rolls the die 24 again to identify one of the six colors. After the die 24 has identified the color, the player on the at least one designated space 50 determines which other players have a pawn 22 on the colored space 20 the die 24 identifies. For example, if the player who landed on the red space 20 rolls the color purple on the die 24, the player then identifies which other players are currently on a purple space 20. If there is a player on the purple space 20, then the player who landed on the red space 20 must give the purple space 20 player all his/her tokens 26. If there are more than one players on the identified space 20, then the player who landed on the red space 20 must divide all of his/her tokens 26 between the players on the identified space 20. If the number of players on the identified space is uneven, then the player who landed on the red space 20 keeps the remaining token 26. If no player is on the identified space 20, then the player who landed on the red space 20 keeps all of his/her tokens 26. After transfer of the tokens 26, the player who landed on the red space 20 rolls the die 24 to advance to another colored space 20 on the game board 12 wherein the player then waits for his/her next turn to select one of the cards.
If a player lands on another designated space 52 such as a green space 20, each of the other players must give half of their tokens 26 to the player who landed on the green space 20. After receiving the tokens 26 from the other players, the player who landed on the green space 20 rolls the die 24 to advance to another colored space on the board game 12.
The games continues until one of the players arrives at the finish space 18 wherein the finish space 18 comprises the six colors of the spaces 20 and die 24. As the player approaches the finish line 18, any roll of the colors on the die 24 permits the player to advance to the finish space 18. This player is declared the “finish line” winner. At that time, all the players count their reward tokens 26. The player with the most tokens 26 is declared the “token” winner. Depending on the outcome of the play, the “finish line” winner and the “token” winner may or may not be the same player.
As noted, during play of the game 10, players choose an activity by selecting one of the cards 38 by landing on a colored space 20. A time limit, such as 30 or 60 seconds, is typically marked on the cards. When attempting a time activity, the player selects the appropriate timer 30 and attempts to complete the activity before the timer 30 runs out. If the exercise is not completed in the time allotted, the player has failed to complete the activity prohibiting the player from earning a token 26 and prohibiting the player from rolling the dice 24 to advance on the game board 12. When successfully completing an activity, the player earns a token 26 and earns a roll of the die 24 to advance on the game board 12. When a card activity is divided into segments, the player may earn a token 26 for each individual segment. Thus, it is possible to win tokens 26 without successfully completing the entire activities on the card within the time period.
The card decks 38 also contain at least one “Group Play” card wherein these cards have activities in which all players participate. Each player who successfully completes the “Group Play” activity receives a token 26 for each successful activity. If one or more players successfully complete the activity, then the player who originally selected the “Group Play” card is allowed to roll the die 24 to advance on the game board 12.
As previously noted, the cards 38 also contain in black text “Do Not Read Card” cards. These cards are a warning to the player that the card will be instructing the player to act or describe an activity or object that require the other players to guess the activity or the object.
A “Double Reward” is when two players each receive a token 26 for the same activity. For example, if one player is acting or describing a person or object, and the other player(s) correctly guesses the correct answer, all the participating players receive a token 26, i.e. a “double reward.” Additionally, the person who selected the card and successfully performed the activity rolls the dice 24 to advance to the next space 20. If the other player does not answer correctly, neither player receives a token 26 and the first player who selected the card is not permitted to roll the die 24 to advance on the board 12 until the player's next turn.
Each card deck 38 also includes at least one “Howl Loud, Howl Proud” card. When a player selects one of these cards, the player moves to the howl space 48 labeled “Howl Loud, Howl Proud” on the game board 12 and howls. The player then rolls the die 24 and advances to the space 20 that corresponds with the identified color to wait until the next turn Accordingly, a player may advance or retreat on the game board 12 depending on the position of the pawn 22 when the “Howl Loud, Howl Proud” card is selected.
The card categories relate to different types of activities: the “Connection” cards 40 relate to relationship exercises; the “Out Of The Box” cards 42 relate to creativity exercises; The “Chips and Dips” cards 44 relate to fun fact exercises and the “Spotlight” cards 46 relate to amusement exercises. Thus, during play, when a player rolls and lands on the colored space 20, the player selects the card from the appropriate card decks 38 and attempts to complete the activity or activities on the card. Below are tables illustrating the types of activities for each card deck 38.
As illustrated in the tables and
Accordingly, the present invention provides a reflection of the players and the player's ability to think and act on their own. The possibilities of answers are therefore infinite since there are no right or wrong answers for most of the card activities. It is a game that adjusts to each person's level and ability, rather than the person having to adjust to one standard. Additionally, the present invention rewards (rather than penalizes) one player for interacting and cooperating with the other players.
From the foregoing, it will be observed that numerous modifications and variations can be effected without departing from the true spirit and scope of the novel concept of the present invention. It is to be understood that no limitation with respect to the specific apparatus illustrated herein is intended or should be inferred. It is of course intended to cover by the appended claims all such modifications as fall within the scope of the claims.